Online game is a trendy application in social networks which gets more players' attractions nowadays than traditional PC game, which does not include social interactions. Existing study in social networks focused on discovering the influencers coupled with influence diffusion, this paper identifies the activity which may increase player's personal influence in the networks. In our research, an online virtual world named RooMi in Taiwan is applied to be investigated (1) whether a player increases his/her influence by hosting a public activity, and (2) the most important public activity that increases most influence by different kinds of players. This analysis result on influential activities in the virtual worlds can be a mirror to reflect the real world, which data is hard to be accessed and simulated. |
Updated 07/09/2013